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Trap (mis)behavior


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#1 Lüt

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Posted 26 June 2017 - 01:51 PM

So I've been messing around with traps and barriers, and came up with this little test area, in which I came across a problem.

 

First, I walk past the traps across the top of the screen. Everything works fine - the traps hit the borders and bounce back, or don't move at all because they're vertically confined:

 

traps-misbehave-01.png

 

Next, I walk past the traps on the side(s) of the screen. Everything works fine - the traps hit the borders and switch and bounce back:

 

traps-misbehave-02.png

 

Finally, I walk past the traps across the bottom of the screen, and...

 

traps-misbehave-03.png

 

...WTF?

 

A walkability check, just for confirmation:

 

traps-misbehave-04.png

 

And they ignore No Enemy/No Ground Enemy flags too.

 

How do I fix this?

 

Or is this a bug?



#2 Cukeman

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Posted 27 June 2017 - 10:07 AM

Which type of Traps are you using? 4-Way, Horizontal C, Horizontal LOS, Vertical C, Vertical LOS?

Do you have any of the Trap related E.Flags checked or unchecked in the Screen Data menu?

 

EDIT: Try blocking the traps with fully unwalkable combos. Enemies can sometimes have weird interactions with half-solid combos and pass right through them.


Edited by Cukeman, 27 June 2017 - 10:20 AM.

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#3 Lüt

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Posted 27 June 2017 - 12:39 PM

Yeah they're 4-way traps.

 

Flag 34 placed manually, no screen-based "environmental enemies" checkboxes used.

 

The "Traps Ignore Walkability" box is not checked, which is why this is very strange.

EDIT: Try blocking the traps with fully unwalkable combos. Enemies can sometimes have weird interactions with half-solid combos and pass right through them.

Well, yeah I know they stop at regular dungeon blocks, but to take a half-border and completely solidify it like a full border would be awkward in any circumstance, let alone inconsistent with the rest of the screen.

 

I can see it working as a hack in a few situations, but that's not a viable across-the-board solution for anybody who ever wants to use traps in this manner.

 

If it's true about enemy half-solid interactions, and this is a fallout from that, then I guess we're looking at a bug? Other experiences with other enemies to confirm?



#4 Anthus

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Posted 27 June 2017 - 12:46 PM

I've noticed traps and some walking enemies also clip through half solid combos. I've seen it happen with all four directions. With enemies though it seems random, like they only do it sometimes. It might have to do with them approaching the combo from the non-solid half. Definitely seems like a bug though.

Edit: maybe being within the two tile border has something to do with it? That's the only thing different about the south moving ones that I see.
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#5 Avaro

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Posted 27 June 2017 - 12:55 PM

Enemies moving through half-solid combos is normal. Also, traps should, like any enemies, get blocked by no enemy / ground enemy flags. It works that way in my quests at least ;P

 

Theres a "line of sight traps move across the entire screen" quest rule, but I don't think it has anything to do with this issue.


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#6 Lüt

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Posted 27 June 2017 - 01:37 PM

I've noticed traps and some walking enemies also clip through half solid combos. I've seen it happen with all four directions. With enemies though it seems random, like they only do it sometimes. It might have to do with them approaching the combo from the non-solid half.

I've never had issues with enemies, but then again I haven't used half-borders extensively. I suppose it's worth experimenting with, though even if it happened regularly, a simple No Ground Enemies flag should take care of it.

For traps, however, it's only happened when they move down so far, but it's happened every single time. Maybe it would also happen if they moved up in a different scenario. But in any scenario, they seem to respect left/right borders.

Edit: maybe being within the two tile border has something to do with it?

Wait, what two tile border?

Enemies moving through half-solid combos is normal.

Normal as in intentional? Or normal as in a long-standing bug that's never been fixed?

Also, traps should, like any enemies, get blocked by no enemy / ground enemy flags. It works that way in my quests at least ;P

I'd imagine they should, but they don't.

Is there some rule you check for your quests to make them work like that?

Theres a "line of sight traps move across the entire screen" quest rule, but I don't think it has anything to do with this issue.

Nah, that just keeps them from bumping into an invisible trap-barrier across the centers of the screen and bouncing back.

I kind of wish, even with that enabled, that pairs of two traps would still hit each other and bounce back rather than passing through each other.
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#7 Anthus

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Posted 27 June 2017 - 03:33 PM

@Lüt, whoops, I wasn't looking at it right. At first, I thought that Link was only walking on two tiles at the bottom. Not that it should matter anyway, since this appears to be odd behavior. :P


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